Cocos2d-x 截图功能
2.x-3.x版本 //获取屏幕尺寸
CCSize size = CCDirector::sharedDirector()->getWinSize(); //使用屏幕尺寸初始化一个空的渲染纹理对象 CCRenderTexture* texture = CCRenderTexture::create((int)size.width, (int)size.height); //设置位置 texture->setPosition(ccp(size.width/2, size.height/2)); //开始获取 texture->begin(); //遍历场景节点对象,填充纹理到texure中 CCDirector::sharedDirector()->getRunningScene()->visit(); //结束获取 texture->end(); //保存为PNG图,Win32/Debug目录下 texture->saveToFile("screenshot.png", kCCImageFormatPNG); 3.x-3.2x版本
Image::Format format;
//进行后缀判断 if(std::string::npos != fileName.find_last_of(".")){ auto extension = fileName.substr(fileName.find_last_of("."),fileName.length()); if (!extension.compare(".png")) { format = Image::Format::PNG; } else if(!extension.compare(".jpg")) { format = Image::Format::JPG; } else{ log("cocos2d: the image can only be saved as JPG or PNG format"); return; } } else { log("cocos2d: the image can only be saved as JPG or PNG format"); return ; } //获取屏幕尺寸,初始化一个空的渲染纹理对象 auto renderTexture = RenderTexture::create(getWinSize().width, getWinSize().height, Texture2D::PixelFormat::RGBA8888); //清空并开始获取 renderTexture->beginWithClear(0.0f, 0.0f, 0.0f, 0.0f); //遍历场景节点对象,填充纹理到RenderTexture中 getRunningScene()->visit(); //结束获取 renderTexture->end(); //保存文件 renderTexture->saveToFile(fileName , format); //使用schedule在下一帧中调用callback函数 auto fullPath = FileUtils::getInstance()->getWritablePath() + fileName; auto scheduleCallback = [&,fullPath,callback](float dt){ callback(fullPath); }; auto _schedule = getRunningScene()->getScheduler(); _schedule->schedule(scheduleCallback, this, 0.0f,0,0.0f, false, "screenshot");3.2x以后
void utils::captureScreen(const std::function<void(bool, const std::string&)>& afterCaptured, const std::string& filename);

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